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[CSS] entWatch - Events for custom map weapons


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Nightshadow999
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Join Date: Dec 2012
Old 09-09-2013 , 21:41   Re: [CSS] entWatch - Events for custom map weapons
Reply With Quote #51

Cheers for this. I already made something similar for i3D Zombie Escape, but due to the bad coding I didn't want to share it. I needed to re-code it but never had time for it. This is just awesome..

Anyway, for predator_ultimate you have to change for both first aid holders from func_door to func_botton, otherwise people can't use it.
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superbird
SourceMod Donor
Join Date: May 2010
Old 09-10-2013 , 02:59   Re: [CSS] entWatch - Events for custom map weapons
Reply With Quote #52

Quote:
Originally Posted by Nightshadow999 View Post
Cheers for this. I already made something similar for i3D Zombie Escape, but due to the bad coding I didn't want to share it. I needed to re-code it but never had time for it. This is just awesome..

Anyway, for predator_ultimate you have to change for both first aid holders from func_door to func_botton, otherwise people can't use it.
Thanks for the feedback ;), just out of curiosity, did you install version 1.0? http://www.game-monitor.com/search.p...&type=variable our latest builds are only on github ;).
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Nightshadow999
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Join Date: Dec 2012
Old 09-11-2013 , 05:27   Re: [CSS] entWatch - Events for custom map weapons
Reply With Quote #53

Quote:
Originally Posted by superbird View Post
Thanks for the feedback ;), just out of curiosity, did you install version 1.0? http://www.game-monitor.com/search.p...&type=variable our latest builds are only on github ;).
No I've changed quite a few things to our wishes and called it version 1.0 (don't know why tbh). I think I used version 1.5.

I'm also getting quite a few errors about not connected clients, not sure if fixed in newer versions though.
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superbird
SourceMod Donor
Join Date: May 2010
Old 09-12-2013 , 00:50   Re: [CSS] entWatch - Events for custom map weapons
Reply With Quote #54

Quote:
Originally Posted by Nightshadow999 View Post
No I've changed quite a few things to our wishes and called it version 1.0 (don't know why tbh). I think I used version 1.5.

I'm also getting quite a few errors about not connected clients, not sure if fixed in newer versions though.
Well we are on 2.1 ATM our last 3 releases were out of order. 1.3 > 1.5 > 2.0 > 1.9 > 2.1. Feel free to contribute your changes on github if you feel like sharing, others may benefit from them ;)
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melaf
Senior Member
Join Date: Aug 2011
Old 09-25-2013 , 09:27   Re: [CSS] entWatch - Events for custom map weapons
Reply With Quote #55

Map ze_Pirates_Port_Royal_v3_2 plugin blocks the medallion, and it is not activated
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Last edited by melaf; 09-25-2013 at 09:29.
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Bauxe
Member
Join Date: Jun 2012
Old 09-29-2013 , 08:26   Re: [CSS] entWatch - Events for custom map weapons
Reply With Quote #56

Quote:
Originally Posted by melaf View Post
Map ze_Pirates_Port_Royal_v3_2 plugin blocks the medallion, and it is not activated
I have discovered secret of medallion and made resolution.

Last edited by Bauxe; 09-29-2013 at 08:28.
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RzGaming
Member
Join Date: Feb 2012
Location: Denmark
Old 10-26-2013 , 15:15   Re: [CSS] entWatch - Events for custom map weapons
Reply With Quote #57

When i use this it shows not the STEAMID correct it shows (0:0:0000000) while it must be do (STEAM:0:0:00000000) apperently its a bug
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Bauxe
Member
Join Date: Jun 2012
Old 10-27-2013 , 21:29   Re: [CSS] entWatch - Events for custom map weapons
Reply With Quote #58

Quote:
Originally Posted by RzGaming View Post
When i use this it shows not the STEAMID correct it shows (0:0:0000000) while it must be do (STEAM:0:0:00000000) apperently its a bug
That was intended since all SteamID's start with STEAM_
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steven124
Member
Join Date: Nov 2009
Location: Siberia
Old 11-06-2013 , 04:16   Re: [CSS] entWatch - Events for custom map weapons
Reply With Quote #59

bug, not works medallion on map ze_Pirates_Port_Royal_v3_2 on 4 stage
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Nymphali
Junior Member
Join Date: Aug 2013
Old 11-08-2013 , 02:21   Re: [CSS] entWatch - Events for custom map weapons
Reply With Quote #60

Because they updated the v3_1fix but not v3_2 (I gave the script)
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